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Zoynari

Hermit
Background
Cleric
Class
Kalashtar
Species
 
Subclass
2
Level
Xp

Armour
Class

14
Shield

Hit Points

Current
Temp
20
Max

Hit Dice

Spent
2d8
Max

Death
Saves

Successes
Failures

Exhaustion

Proficiency Bonus

2

Strength

+2
14
 Saving Throw
 Athletics

Dexterity

-1
8
 Saving Throw
 Acrobatics Sleight of Hand Stealth

Constitution

+2
14
 Saving Throw

Heroic Inspiration

Intelligence

+0
10
 Saving Throw
+5Arcana History Investigation Nature+5Religion

Wisdom

+3
16
+5Saving Throw
 Animal Handling+5Insight+5Medicine Perception Survival

Charisma

+1
13
+3Saving Throw
 Deception Intimidation Performance+3Persuasion

Equipment Training & Proficiencies

Armor Training

Light
Medium
Heavy
Shields

Weapons

Simple weapons

Tools

Herbalism Kit

Languages

Common, Quori

Initiative

-1

Speed

30 ft.

Size & Type

Medium Abberation

Passive Perception

13

Weapons & Damage Cantrips

NameAtk / DCDamage & TypeNotes
Mace+41d6+2 Bludgeoning
Sacred FlameDex. save, DC 131d6 Radiant
Toll the DeadWis. save, DC 131d8 NecroticIf target is missing any HP, use 1d12 instead
 

Resources

Channel Divinity[1/Short Rest, all on Long Rest]

Class Features


Divine Order: Thaumaturge. 
  1. You gain 1 additional cantrip
  2. Bonus +3 to Arcana & Religion checks (considered in this sheet)
Channel Divinity. You can channel divine energy directly from the Outer Planes to fuel magical effects.
Divine Spark.(Action, Cost: 1 Channel Divinity) Choose 1 target in 30ft range. Roll 1d8+3. The target either: Regains Hit points equal to roll OR makes a CON save, taking rolled damage of either Necrotic or Radiant on failure, half as much on success.
Turn Undead.(Action, Cost: 1 Channel Divinity) Each Undead creature of your choice in a 30ft radius makes a Wis. saving throw. On failure, they have Frightened & Incapacitated condition for 1min, and during this time, they try to move away from you each turn. Condition ends early if they take damage, or you get Incapacitated condition, or you die.

Species Traits


Dual Mind. Advantage on Wis. & Cha. saving throws.
Mental Discipline. Resistance to Psychic damage.
Mind Link. You have telepathy within range of 20ft. When using this trait to speak telepathically to a creature, you can take a Magic action to give that creature the ability to speak telepathically with you for 1hr, or until you take a Magic action to end the effect.
Severed from dreams. You can't be the target of the Dream spell. Also, when you finish a Long Rest, you gain proficiency in one skill of your choice. This proficiency lasts until you finish another Long Rest.

Feats


Healer. 
  1. Battle Medic: Expend 1 use of Healer's Kit to tend to a creature within 5ft (Utilise action). Creature can expend their 1 hit dice that you roll. Creature regains roll + 2 Hit Points.
  2. Healing Rerolls: Whenever you roll a die to determine Hit Points you restore with a spell or the above Battle Medic ability, you can reroll the die if it rolls a 1 and use the new roll.

Wisdom

Spellcasting Ability
Spellcasting Modifier+3
Spell Save DC13
Spell Attack Bonus+5
Number of Prepared Spells: 5
Changing spells: You can change prepared spells after a Long Rest. Use the cleric list.

Spell Slots

Level 1

Spells


PrepLevel  NameCasting TimeRangeDurationConcentration, Ritual & Material consumedNotes
0
Guidance
ActionTouch1 minute
C R M
V,S
0
Sacred Flame
Action60 ftInstantaneous
C R M
V,S | Dex. save, 1d8 Radiant
0
Thaumaturgy
Action30 ft1 minute
C R M
V
0
Toll the Dead
Action60 ftInstantaneous
C R M
V,S | Wis. save
1
Bless
Action30 ft1 minute
C R M
V,S
1
Cure Wounds
ActionTouchInstantaneous
C R M
V,S | 2d8+3 healing
1
Guiding Bolt
Action120 ft1 round
C R M
V,S | ranged attack, 4d6 Radiant
1
Healing Word
Bonus60 ftInstantaneous
C R M
V | 2d4+3 healing
1
Shield of Faith
Bonus60 ft10 minutes
C R M
V,S
 
C R M
 
C R M
 
C R M
 
C R M
 
C R M
 
C R M
 
C R M
 
C R M
 
C R M
 
C R M
 
C R M

Notes


 
 
 
 
 
 
 
 
 
 

Appearance


Kalashtar are a union of humanity and spirits from the plane of dreams. Often seen as wise, spiritual people. You have symmetric, slightly angular features and your eyes often glow when you are focused or express strong emotions.

Backstory & Personality


Hermit: You spent years in seclusion, meditation to bring change within, as the first step in your faith -- Path of Light. The next step, is to bring light into the world, using courage and compassion to banish the darkness in the people around you.

Quirks: You discuss things with your quori spirit (the dream spirit that's bonded with your bloodline)

Equipment


Bedroll, Backpack, Blanket, Book (philosophy), Lamp, Traveller's clothes, Holy water, Rope, Tinderbox, Herbalism Kit
Healer's Kit (use) = 10
Oil flasks = 3
Chain shirt, Shield, Mace
Holy Symbol (spellcasting focus)
 
 
 
 
 
 
 
 
 
 

Magic Item Attunement

 
 
 

Coins & Treasure


CP
SP
EP
GP
PP